GUI core hooks, functions, messages, properties and constants for creation and manipulation of GUI nodes. The "gui" namespace is accessible only from gui scripts.
Namespace: | gui |
Include: | #include <> |
MESSAGES | |
---|---|
layout_changed | reports a layout change |
PROPERTIES | |
---|---|
fonts | hash gui fonts |
material | hash gui material |
materials | hash gui materials |
textures | hash gui textures |
void final(object self)
This is a callback-function, which is called by the engine when a gui component is finalized (destroyed). It can
be used to e.g. take some last action, report the finalization to other game object instances
or release user input focus (see release_input_focus
). There is no use in starting any animations or similar
from this function since the gui component is about to be destroyed.
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
EXAMPLES
function final(self)
-- report finalization
msg.post("my_friend_instance", "im_dead", {my_stats = self.some_value})
end
void gui.animate(node node, stringconstant property, numbervector3vector4quaternion to, constantvector easing, number duration, number [delay], function(self, node) [complete_function], constant [playback])
This starts an animation of a node property according to the specified parameters.
If the node property is already being animated, that animation will be canceled and
replaced by the new one. Note however that several different node properties
can be animated simultaneously. Use gui.cancel_animation
to stop the animation
before it has completed.
Composite properties of type vector3, vector4 or quaternion
also expose their sub-components (x, y, z and w).
You can address the components individually by suffixing the name with a dot '.'
and the name of the component.
For instance, "position.x"
(the position x coordinate) or "color.w"
(the color alpha value).
If a complete_function
(Lua function) is specified, that function will be called
when the animation has completed.
By starting a new animation in that function, several animations can be sequenced
together. See the examples below for more information.
PARAMETERS
node |
node |
node to animate | |||||||||
string |
property |
property to animate
| constant |
property |
property to animate
| ||||||
number |
to |
target property value | vector3 |
to |
target property value | vector4 |
to |
target property value | quaternion |
to |
target property value |
constant |
easing |
easing to use during animation.
Either specify one of the gui.EASING_* constants or provide a
vector with a custom curve. See the animation guide for more information. | vector |
easing |
easing to use during animation.
Either specify one of the gui.EASING_* constants or provide a
vector with a custom curve. See the animation guide for more information. | ||||||
number |
duration |
duration of the animation in seconds. | |||||||||
number |
[delay] |
delay before the animation starts in seconds. | |||||||||
function(self, node) |
[complete_function] |
function to call when the animation has completed | |||||||||
constant |
[playback] |
playback mode
|
EXAMPLES
How to start a simple color animation, where the node fades in to white during 0.5 seconds:gui.set_color(node, vmath.vector4(0, 0, 0, 0)) -- node is fully transparent
gui.animate(node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5) -- start animation
local function on_animation_done(self, node)
-- fade out node, but wait 2 seconds before the animation starts
gui.animate(node, gui.PROP_COLOR, vmath.vector4(0, 0, 0, 0), gui.EASING_OUTQUAD, 0.5, 2.0)
end
function init(self)
-- fetch the node we want to animate
local my_node = gui.get_node("my_node")
-- node is initially set to fully transparent
gui.set_color(my_node, vmath.vector4(0, 0, 0, 0))
-- animate the node immediately and call on_animation_done when the animation has completed
gui.animate(my_node, gui.PROP_COLOR, vmath.vector4(1, 1, 1, 1), gui.EASING_INOUTQUAD, 0.5, 0.0, on_animation_done)
end
function init(self)
local values = { 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1 }
local vec = vmath.vector(values)
local node = gui.get_node("box")
gui.animate(node, "position.y", 100, vec, 4.0, 0, nil, gui.PLAYBACK_LOOP_PINGPONG)
end
void gui.cancel_animation(node node, stringconstant property)
If an animation of the specified node is currently running (started by gui.animate
), it will immediately be canceled.
PARAMETERS
node |
node |
node that should have its animation canceled | |||
string |
property |
property for which the animation should be canceled
| constant |
property |
property for which the animation should be canceled
|
EXAMPLES
Start an animation of the position property of a node, then cancel parts of the animation:local node = gui.get_node("my_node")
-- animate to new position
local pos = vmath.vector3(100, 100, 0)
gui.animate(node, "position", pos, go.EASING_LINEAR, 2)
...
-- cancel animation of the x component.
gui.cancel_animation(node, "position.x")
void gui.cancel_flipbook(node node)
Cancels any running flipbook animation on the specified node.
PARAMETERS
node |
node |
node cancel flipbook animation for |
EXAMPLES
local node = gui.get_node("anim_node")
gui.cancel_flipbook(node)
node gui.clone(node node)
Make a clone instance of a node. The cloned node will be identical to the original node, except the id which is generated as the string "node" plus a sequential unsigned integer value. This function does not clone the supplied node's children nodes. Use gui.clone_tree for that purpose.
PARAMETERS
node |
node |
node to clone |
RETURNS
node |
the cloned node |
table gui.clone_tree(node node)
Make a clone instance of a node and all its children. Use gui.clone to clone a node excluding its children.
PARAMETERS
node |
node |
root node to clone |
RETURNS
table |
a table mapping node ids to the corresponding cloned nodes |
void gui.delete_node(node node)
Deletes the specified node. Any child nodes of the specified node will be recursively deleted.
PARAMETERS
node |
node |
node to delete |
EXAMPLES
Delete a particular node and any child nodes it might have:local node = gui.get_node("my_node")
gui.delete_node(node)
void gui.delete_texture(stringhash texture)
Delete a dynamically created texture.
PARAMETERS
string |
texture |
texture id | hash |
texture |
texture id |
EXAMPLES
function init(self)
-- Create a texture.
if gui.new_texture("temp_tx", 10, 10, "rgb", string.rep('\0', 10 * 10 * 3)) then
-- Do something with the texture.
...
-- Delete the texture
gui.delete_texture("temp_tx")
end
end
void gui.get(node node, stringhashconstant property, table [options])
Instead of using specific getters such as gui.get_position or gui.get_scale, you can use gui.get instead and supply the property as a string or a hash. While this function is similar to go.get, there are a few more restrictions when operating in the gui namespace. Most notably, only these explicitly named properties are supported:
"position"
"rotation"
"euler"
"scale"
"color"
"outline"
"shadow"
"size"
"fill_angle"
(pie)"inner_radius"
(pie)"leading"
(text)"tracking"
(text)"slice9"
(slice9)PARAMETERS
node |
node |
node to get the property for | ||||||
string |
property |
the property to retrieve | hash |
property |
the property to retrieve | constant |
property |
the property to retrieve |
table |
[options] |
optional options table (only applicable for material constants)
- index integer index into array property (1 based) |
EXAMPLES
Get properties on existing nodes:local node = gui.get_node("my_box_node")
local node_position = gui.get(node, "position")
constant gui.get_adjust_mode(node node)
Returns the adjust mode of a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.
PARAMETERS
node |
node |
node from which to get the adjust mode (node) |
RETURNS
constant |
the current adjust mode
|
number gui.get_alpha(node node)
gets the node alpha
PARAMETERS
node |
node |
node from which to get alpha |
RETURNS
number |
alpha |
constant gui.get_blend_mode(node node)
Returns the blend mode of a node. Blend mode defines how the node will be blended with the background.
PARAMETERS
node |
node |
node from which to get the blend mode |
RETURNS
constant |
blend mode
|
boolean gui.get_clipping_inverted(node node)
If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.
PARAMETERS
node |
node |
node from which to get the clipping inverted state |
RETURNS
boolean |
true or false |
constant gui.get_clipping_mode(node node)
Clipping mode defines how the node will clip it's children nodes
PARAMETERS
node |
node |
node from which to get the clipping mode |
RETURNS
constant |
clipping mode
|
boolean gui.get_clipping_visible(node node)
If node is set as visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.
PARAMETERS
node |
node |
node from which to get the clipping visibility state |
RETURNS
boolean |
true or false |
vector4 gui.get_color(node node)
Returns the color of the supplied node. The components of the returned vector4 contains the color channel values:
Component | Color value |
---|---|
x | Red value |
y | Green value |
z | Blue value |
w | Alpha value |
PARAMETERS
node |
node |
node to get the color from |
RETURNS
vector4 |
node color |
vector3 gui.get_euler(node node)
Returns the rotation of the supplied node. The rotation is expressed in degree Euler angles.
PARAMETERS
node |
node |
node to get the rotation from |
RETURNS
vector3 |
node rotation |
number gui.get_fill_angle(node node)
Returns the sector angle of a pie node.
PARAMETERS
node |
node |
node from which to get the fill angle |
RETURNS
number |
sector angle |
hash gui.get_flipbook(node node)
Get node flipbook animation.
PARAMETERS
node |
node |
node to get flipbook animation from |
RETURNS
hash |
animation id |
number gui.get_flipbook_cursor(node node)
This is only useful nodes with flipbook animations. Gets the normalized cursor of the flipbook animation on a node.
PARAMETERS
node |
node |
node to get the cursor for (node) |
RETURNS
number |
cursor value |
number gui.get_flipbook_playback_rate(node node)
This is only useful nodes with flipbook animations. Gets the playback rate of the flipbook animation on a node.
PARAMETERS
node |
node |
node to set the cursor for |
RETURNS
number |
playback rate |
hash gui.get_font(node node)
This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node from which to get the font |
RETURNS
hash |
font id |
hash gui.get_font_resource(hashstring font_name)
This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.
PARAMETERS
hash |
font_name |
font of which to get the path hash | string |
font_name |
font of which to get the path hash |
RETURNS
hash |
path hash to resource |
EXAMPLES
Get the text metrics for a textfunction init(self)
local node = gui.get_node("name")
local font_name = gui.get_font(node)
local font = gui.get_font_resource(font_name)
local metrics = resource.get_text_metrics(font, "The quick brown fox\n jumps over the lazy dog")
end
number gui.get_height()
Returns the scene height.
PARAMETERS
RETURNS
number |
scene height |
hash gui.get_id(node node)
Retrieves the id of the specified node.
PARAMETERS
node |
node |
the node to retrieve the id from |
RETURNS
hash |
the id of the node |
EXAMPLES
Gets the id of a node:local node = gui.get_node("my_node")
local id = gui.get_id(node)
print(id) --> hash: [my_node]
number gui.get_index(node node)
Retrieve the index of the specified node among its siblings. The index defines the order in which a node appear in a GUI scene. Higher index means the node is drawn on top of lower indexed nodes.
PARAMETERS
node |
node |
the node to retrieve the id from |
RETURNS
number |
the index of the node |
EXAMPLES
Compare the index order of two sibling nodes:local node1 = gui.get_node("my_node_1")
local node2 = gui.get_node("my_node_2")
if gui.get_index(node1) < gui.get_index(node2) then
-- node1 is drawn below node2
else
-- node2 is drawn below node1
end
boolean gui.get_inherit_alpha(node node)
gets the node inherit alpha state
PARAMETERS
node |
node |
node from which to get the inherit alpha state |
RETURNS
boolean |
true or false |
number gui.get_inner_radius(node node)
Returns the inner radius of a pie node. The radius is defined along the x-axis.
PARAMETERS
node |
node |
node from where to get the inner radius |
RETURNS
number |
inner radius |
hash gui.get_layer(node node)
The layer must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node from which to get the layer |
RETURNS
hash |
layer id |
hash gui.get_layout()
gets the scene current layout
PARAMETERS
RETURNS
hash |
layout id |
number gui.get_leading(node node)
Returns the leading value for a text node.
PARAMETERS
node |
node |
node from where to get the leading |
RETURNS
number |
leading scaling value (default=1) |
boolean gui.get_line_break(node node)
Returns whether a text node is in line-break mode or not. This is only useful for text nodes.
PARAMETERS
node |
node |
node from which to get the line-break for |
RETURNS
boolean |
true or false |
hash gui.get_material(node node)
Returns the material of a node. The material must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node to get the material for |
RETURNS
hash |
material id |
EXAMPLES
Getting the material for a node, and assign it to another node:local node1 = gui.get_node("my_node")
local node2 = gui.get_node("other_node")
local node1_material = gui.get_material(node1)
gui.set_material(node2, node1_material)
node gui.get_node(stringhash id)
Retrieves the node with the specified id.
PARAMETERS
string |
id |
id of the node to retrieve | hash |
id |
id of the node to retrieve |
RETURNS
node |
a new node instance |
EXAMPLES
Gets a node by id and change its color:local node = gui.get_node("my_node")
local red = vmath.vector4(1.0, 0.0, 0.0, 1.0)
gui.set_color(node, red)
constant gui.get_outer_bounds(node node)
Returns the outer bounds mode for a pie node.
PARAMETERS
node |
node |
node from where to get the outer bounds mode |
RETURNS
constant |
the outer bounds mode of the pie node:
|
vector4 gui.get_outline(node node)
Returns the outline color of the supplied node. See gui.get_color for info how vectors encode color values.
PARAMETERS
node |
node |
node to get the outline color from |
RETURNS
vector4 |
outline color |
nil gui.get_parent(node node)
Returns the parent node of the specified node.
If the supplied node does not have a parent, nil
is returned.
PARAMETERS
node |
node |
the node from which to retrieve its parent |
RETURNS
node |
parent instance or nil |
nil |
parent instance or nil |
hash gui.get_particlefx(node node)
Get the paricle fx for a gui node
PARAMETERS
node |
node |
node to get particle fx for |
RETURNS
hash |
particle fx id |
number gui.get_perimeter_vertices(node node)
Returns the number of generated vertices around the perimeter of a pie node.
PARAMETERS
node |
node |
pie node |
RETURNS
number |
vertex count |
constant gui.get_pivot(node node)
The pivot specifies how the node is drawn and rotated from its position.
PARAMETERS
node |
node |
node to get pivot from |
RETURNS
constant |
pivot constant
|
vector3 gui.get_position(node node)
Returns the position of the supplied node.
PARAMETERS
node |
node |
node to get the position from |
RETURNS
vector3 |
node position |
quaternion gui.get_rotation(node node)
Returns the rotation of the supplied node. The rotation is expressed as a quaternion
PARAMETERS
node |
node |
node to get the rotation from |
RETURNS
quaternion |
node rotation |
vector3 gui.get_scale(node node)
Returns the scale of the supplied node.
PARAMETERS
node |
node |
node to get the scale from |
RETURNS
vector3 |
node scale |
vector3 gui.get_screen_position(node node)
Returns the screen position of the supplied node. This function returns the calculated transformed position of the node, taking into account any parent node transforms.
PARAMETERS
node |
node |
node to get the screen position from |
RETURNS
vector3 |
node screen position |
vector4 gui.get_shadow(node node)
Returns the shadow color of the supplied node. See gui.get_color for info how vectors encode color values.
PARAMETERS
node |
node |
node to get the shadow color from |
RETURNS
vector4 |
node shadow color |
vector3 gui.get_size(node node)
Returns the size of the supplied node.
PARAMETERS
node |
node |
node to get the size from |
RETURNS
vector3 |
node size |
constant gui.get_size_mode(node node)
Returns the size of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Particle fx and Text nodes will ignore any size mode setting.
PARAMETERS
node |
node |
node from which to get the size mode (node) |
RETURNS
constant |
the current size mode
|
vector4 gui.get_slice9(node node)
Returns the slice9 configuration values for the node.
PARAMETERS
node |
node |
node to manipulate |
RETURNS
vector4 |
configuration values |
string gui.get_text(node node)
Returns the text value of a text node. This is only useful for text nodes.
PARAMETERS
node |
node |
node from which to get the text |
RETURNS
string |
text value |
hash gui.get_texture(node node)
Returns the texture of a node. This is currently only useful for box or pie nodes. The texture must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node to get texture from |
RETURNS
hash |
texture id |
number gui.get_tracking(node node)
Returns the tracking value of a text node.
PARAMETERS
node |
node |
node from where to get the tracking |
RETURNS
number |
tracking scaling number (default=0) |
table gui.get_tree(node node)
Get a node and all its children as a Lua table.
PARAMETERS
node |
node |
root node to get node tree from |
RETURNS
table |
a table mapping node ids to the corresponding nodes |
nil gui.get_type(node node)
gets the node type
PARAMETERS
node |
node |
node from which to get the type |
RETURNS
constant |
type
|
integer |
id of the custom type |
nil |
id of the custom type |
boolean gui.get_visible(node node)
Returns true
if a node is visible and false
if it's not.
Invisible nodes are not rendered.
PARAMETERS
node |
node |
node to query |
RETURNS
boolean |
whether the node is visible or not |
number gui.get_width()
Returns the scene width.
PARAMETERS
RETURNS
number |
scene width |
constant gui.get_xanchor(node node)
The x-anchor specifies how the node is moved when the game is run in a different resolution.
PARAMETERS
node |
node |
node to get x-anchor from |
RETURNS
constant |
anchor constant
|
constant gui.get_yanchor(node node)
The y-anchor specifies how the node is moved when the game is run in a different resolution.
PARAMETERS
node |
node |
node to get y-anchor from |
RETURNS
constant |
anchor constant
|
void gui.hide_keyboard()
Hides the on-display touch keyboard on the device.
PARAMETERS
boolean gui.is_enabled(node node, boolean [recursive])
Returns true
if a node is enabled and false
if it's not.
Disabled nodes are not rendered and animations acting on them are not evaluated.
PARAMETERS
node |
node |
node to query |
boolean |
[recursive] |
check hierarchy recursively |
RETURNS
boolean |
whether the node is enabled or not |
void gui.move_above(node node, nodenil reference)
Alters the ordering of the two supplied nodes by moving the first node
above the second.
If the second argument is nil
the first node is moved to the top.
PARAMETERS
node |
node |
to move | |||
node |
reference |
reference node above which the first node should be moved | nil |
reference |
reference node above which the first node should be moved |
void gui.move_below(node node, nodenil reference)
Alters the ordering of the two supplied nodes by moving the first node
below the second.
If the second argument is nil
the first node is moved to the bottom.
PARAMETERS
node |
node |
to move | |||
node |
reference |
reference node below which the first node should be moved | nil |
reference |
reference node below which the first node should be moved |
node gui.new_box_node(vector3vector4 pos, vector3 size)
Dynamically create a new box node.
PARAMETERS
vector3 |
pos |
node position | vector4 |
pos |
node position |
vector3 |
size |
node size |
RETURNS
node |
new box node |
node gui.new_particlefx_node(vector3vector4 pos, hashstring particlefx)
Dynamically create a particle fx node.
PARAMETERS
vector3 |
pos |
node position | vector4 |
pos |
node position |
hash |
particlefx |
particle fx resource name | string |
particlefx |
particle fx resource name |
RETURNS
node |
new particle fx node |
node gui.new_pie_node(vector3vector4 pos, vector3 size)
Dynamically create a new pie node.
PARAMETERS
vector3 |
pos |
node position | vector4 |
pos |
node position |
vector3 |
size |
node size |
RETURNS
node |
new pie node |
node gui.new_text_node(vector3vector4 pos, string text)
Dynamically create a new text node.
PARAMETERS
vector3 |
pos |
node position | vector4 |
pos |
node position |
string |
text |
node text |
RETURNS
node |
new text node |
number gui.new_texture(stringhash texture_id, number width, number height, stringconstant type, string buffer, boolean flip)
Dynamically create a new texture.
PARAMETERS
string |
texture_id |
texture id | hash |
texture_id |
texture id |
number |
width |
texture width | |||
number |
height |
texture height | |||
string |
type |
texture type
| constant |
type |
texture type
|
string |
buffer |
texture data | |||
boolean |
flip |
flip texture vertically |
RETURNS
boolean |
texture creation was successful |
number |
one of the gui.RESULT_* codes if unsuccessful |
EXAMPLES
How to create a texture and apply it to a new box node:function init(self)
local w = 200
local h = 300
-- A nice orange. String with the RGB values.
local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
-- Create the texture. Repeat the color string for each pixel.
local ok, reason = gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h))
if ok then
-- Create a box node and apply the texture to it.
local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
gui.set_texture(n, "orange_tx")
else
-- Could not create texture for some reason...
if reason == gui.RESULT_TEXTURE_ALREADY_EXISTS then
...
else
...
end
end
end
boolean gui.pick_node(node node, number x, number y)
Tests whether a coordinate is within the bounding box of a node.
PARAMETERS
node |
node |
node to be tested for picking |
number |
x |
x-coordinate (see on_input ) |
number |
y |
y-coordinate (see on_input ) |
RETURNS
boolean |
pick result |
void gui.play_flipbook(node node, stringhash animation, function(self, node) [complete_function], table [play_properties])
Play flipbook animation on a box or pie node. The current node texture must contain the animation. Use this function to set one-frame still images on the node.
PARAMETERS
node |
node |
node to set animation for | |||
string |
animation |
animation id | hash |
animation |
animation id |
function(self, node) |
[complete_function] |
optional function to call when the animation has completed
| |||
table |
[play_properties] |
optional table with properties
|
EXAMPLES
Set the texture of a node to a flipbook animation from an atlas:local function anim_callback(self, node)
-- Take action after animation has played.
end
function init(self)
-- Create a new node and set the texture to a flipbook animation
local node = gui.get_node("button_node")
gui.set_texture(node, "gui_sprites")
gui.play_flipbook(node, "animated_button")
end
-- Create a new node and set the texture to a "button.png" from atlas
local node = gui.get_node("button_node")
gui.set_texture(node, "gui_sprites")
gui.play_flipbook(node, "button")
void gui.play_particlefx(node node, function(self, node, emitter, state) [emitter_state_function])
Plays the paricle fx for a gui node
PARAMETERS
node |
node |
node to play particle fx for |
function(self, node, emitter, state) |
[emitter_state_function] |
optional callback function that will be called when an emitter attached to this particlefx changes state.
|
EXAMPLES
How to play a particle fx when a gui node is created. The callback receives the gui node, the hash of the id of the emitter, and the new state of the emitter as particlefx.EMITTER_STATE_local function emitter_state_change(self, node, emitter, state)
if emitter == hash("exhaust") and state == particlefx.EMITTER_STATE_POSTSPAWN then
-- exhaust is done spawning particles...
end
end
function init(self)
gui.play_particlefx(gui.get_node("particlefx"), emitter_state_change)
end
void gui.reset_keyboard()
Resets the input context of keyboard. This will clear marked text.
PARAMETERS
void gui.reset_material(node node)
Resets the node material to the material assigned in the gui scene.
PARAMETERS
node |
node |
node to reset the material for |
EXAMPLES
Resetting the material for a node:local node = gui.get_node("my_node")
gui.reset_material(node)
void gui.reset_nodes()
Resets all nodes in the current GUI scene to their initial state. The reset only applies to static node loaded from the scene. Nodes that are created dynamically from script are not affected.
PARAMETERS
vector3 gui.screen_to_local(node node, vector3 screen_position)
Convert the screen position to the local position of supplied node
PARAMETERS
node |
node |
node used for getting local transformation matrix |
vector3 |
screen_position |
screen position |
RETURNS
vector3 |
local position |
void gui.set(node node, stringhashconstant property, numbervector4vector3quat value, table [options])
Instead of using specific setteres such as gui.set_position or gui.set_scale, you can use gui.set instead and supply the property as a string or a hash. While this function is similar to go.get and go.set, there are a few more restrictions when operating in the gui namespace. Most notably, only these named properties identifiers are supported:
"position"
"rotation"
"euler"
"scale"
"color"
"outline"
"shadow"
"size"
"fill_angle"
(pie)"inner_radius"
(pie)"leading"
(text)"tracking"
(text)"slice9"
(slice9)tint
in
the .material file, you can use gui.set to set the value of that constant by calling gui.set(node, "tint", vmath.vec4(1,0,0,1))
, or gui.set(node, "matrix", vmath.matrix4())
if the constant is a matrix. Arrays are also supported by gui.set - to set an array constant, you need to pass in an options table with the 'index' key set.
If the material has a constant array called 'tint_array' specified in the material, you can use gui.set(node, "tint_array", vmath.vec4(1,0,0,1), { index = 4})
to set the fourth array element to a different value.
PARAMETERS
node |
node |
node to set the property for | |||||||||
string |
property |
the property to set | hash |
property |
the property to set | constant |
property |
the property to set | |||
number |
value |
the property to set | vector4 |
value |
the property to set | vector3 |
value |
the property to set | quat |
value |
the property to set |
table |
[options] |
optional options table (only applicable for material constants)
- index integer index into array property (1 based) |
EXAMPLES
Updates the position property on an existing node:local node = gui.get_node("my_box_node")
local node_position = gui.get(node, "position")
gui.set(node, "position.x", node_position.x + 128)
local node = gui.get_node("my_box_node")
gui.set(node, "rotation", vmath.quat_rotation_z(math.rad(45)))
-- this is equivalent to:
gui.set(node, "euler.z", 45)
-- or using the entire vector:
gui.set(node, "euler", vmath.vector3(0,0,45))
-- or using the set_rotation
gui.set_rotation(node, vmath.vector3(0,0,45))
local node = gui.get_node("my_box_node")
gui.set(node, "tint", vmath.vector4(1,0,0,1))
-- matrix4 is also supported
gui.set(node, "light_matrix", vmath.matrix4())
-- update a constant in an array at position 4. the array is specified in the shader as:
-- uniform vec4 tint_array[4]; // lua is 1 based, shader is 0 based
gui.set(node, "tint_array", vmath.vector4(1,0,0,1), { index = 4 })
-- update a matrix constant in an array at position 4. the array is specified in the shader as:
-- uniform mat4 light_matrix_array[4];
gui.set(node, "light_matrix_array", vmath.matrix4(), { index = 4 })
-- update a sub-element in a constant
gui.set(node, "tint.x", 1)
-- update a sub-element in an array constant at position 4
gui.set(node, "tint_array.x", 1, {index = 4})
void gui.set_adjust_mode(node node, constant adjust_mode)
Sets the adjust mode on a node. The adjust mode defines how the node will adjust itself to screen resolutions that differs from the one in the project settings.
PARAMETERS
node |
node |
node to set adjust mode for |
constant |
adjust_mode |
adjust mode to set
|
void gui.set_alpha(node node, number alpha)
sets the node alpha
PARAMETERS
node |
node |
node for which to set alpha |
number |
alpha |
0..1 alpha color |
void gui.set_blend_mode(node node, constant blend_mode)
Set the blend mode of a node. Blend mode defines how the node will be blended with the background.
PARAMETERS
node |
node |
node to set blend mode for |
constant |
blend_mode |
blend mode to set
|
void gui.set_clipping_inverted(node node, boolean inverted)
If node is set as an inverted clipping node, it will clip anything inside as opposed to outside.
PARAMETERS
node |
node |
node to set clipping inverted state for |
boolean |
inverted |
true or false |
void gui.set_clipping_mode(node node, constant clipping_mode)
Clipping mode defines how the node will clip it's children nodes
PARAMETERS
node |
node |
node to set clipping mode for |
constant |
clipping_mode |
clipping mode to set
|
void gui.set_clipping_visible(node node, boolean visible)
If node is set as an visible clipping node, it will be shown as well as clipping. Otherwise, it will only clip but not show visually.
PARAMETERS
node |
node |
node to set clipping visibility for |
boolean |
visible |
true or false |
void gui.set_color(node node, vector3vector4 color)
Sets the color of the supplied node. The components of the supplied vector3 or vector4 should contain the color channel values:
Component | Color value |
---|---|
x | Red value |
y | Green value |
z | Blue value |
w vector4 | Alpha value |
PARAMETERS
node |
node |
node to set the color for | |||
vector3 |
color |
new color | vector4 |
color |
new color |
void gui.set_enabled(node node, boolean enabled)
Sets a node to the disabled or enabled state. Disabled nodes are not rendered and animations acting on them are not evaluated.
PARAMETERS
node |
node |
node to be enabled/disabled |
boolean |
enabled |
whether the node should be enabled or not |
void gui.set_euler(node node, vector3vector4 rotation)
Sets the rotation of the supplied node. The rotation is expressed in degree Euler angles.
PARAMETERS
node |
node |
node to set the rotation for | |||
vector3 |
rotation |
new rotation | vector4 |
rotation |
new rotation |
void gui.set_fill_angle(node node, number angle)
Set the sector angle of a pie node.
PARAMETERS
node |
node |
node to set the fill angle for |
number |
angle |
sector angle |
void gui.set_flipbook_cursor(node node, number cursor)
This is only useful nodes with flipbook animations. The cursor is normalized.
PARAMETERS
node |
node |
node to set the cursor for |
number |
cursor |
cursor value |
void gui.set_flipbook_playback_rate(node node, number playback_rate)
This is only useful nodes with flipbook animations. Sets the playback rate of the flipbook animation on a node. Must be positive.
PARAMETERS
node |
node |
node to set the cursor for |
number |
playback_rate |
playback rate |
void gui.set_font(node node, stringhash font)
This is only useful for text nodes. The font must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node for which to set the font | |||
string |
font |
font id | hash |
font |
font id |
void gui.set_id(node node, stringhash id)
Set the id of the specicied node to a new value. Nodes created with the gui.new_*_node() functions get an empty id. This function allows you to give dynamically created nodes an id. No checking is done on the uniqueness of supplied ids. It is up to you to make sure you use unique ids.
PARAMETERS
node |
node |
node to set the id for | |||
string |
id |
id to set | hash |
id |
id to set |
EXAMPLES
Create a new node and set its id:local pos = vmath.vector3(100, 100, 0)
local size = vmath.vector3(100, 100, 0)
local node = gui.new_box_node(pos, size)
gui.set_id(node, "my_new_node")
void gui.set_inherit_alpha(node node, boolean inherit_alpha)
sets the node inherit alpha state
PARAMETERS
node |
node |
node from which to set the inherit alpha state |
boolean |
inherit_alpha |
true or false |
void gui.set_inner_radius(node node, number radius)
Sets the inner radius of a pie node. The radius is defined along the x-axis.
PARAMETERS
node |
node |
node to set the inner radius for |
number |
radius |
inner radius |
void gui.set_layer(node node, stringhash layer)
The layer must be mapped to the gui scene in the gui editor.
PARAMETERS
node |
node |
node for which to set the layer | |||
string |
layer |
layer id | hash |
layer |
layer id |
void gui.set_leading(node node, number leading)
Sets the leading value for a text node. This value is used to scale the line spacing of text.
PARAMETERS
node |
node |
node for which to set the leading |
number |
leading |
a scaling value for the line spacing (default=1) |
void gui.set_line_break(node node, boolean line_break)
Sets the line-break mode on a text node. This is only useful for text nodes.
PARAMETERS
node |
node |
node to set line-break for |
boolean |
line_break |
true or false |
void gui.set_material(node node, stringhash material)
Set the material on a node. The material must be mapped to the gui scene in the gui editor,
and assigning a material is supported for all node types. To set the default material that
is assigned to the gui scene node, use gui.reset_material(node_id)
instead.
PARAMETERS
node |
node |
node to set material for | |||
string |
material |
material id | hash |
material |
material id |
EXAMPLES
Assign an existing material to a node:local node = gui.get_node("my_node")
gui.set_material(node, "my_material")
void gui.set_outer_bounds(node node, constant bounds_mode)
Sets the outer bounds mode for a pie node.
PARAMETERS
node |
node |
node for which to set the outer bounds mode |
constant |
bounds_mode |
the outer bounds mode of the pie node:
|
void gui.set_outline(node node, vector3vector4 color)
Sets the outline color of the supplied node. See gui.set_color for info how vectors encode color values.
PARAMETERS
node |
node |
node to set the outline color for | |||
vector3 |
color |
new outline color | vector4 |
color |
new outline color |
void gui.set_parent(node node, node [parent], boolean [keep_scene_transform])
Sets the parent node of the specified node.
PARAMETERS
node |
node |
node for which to set its parent |
node |
[parent] |
parent node to set, pass nil to remove parent |
boolean |
[keep_scene_transform] |
optional flag to make the scene position being perserved |
void gui.set_particlefx(node node, hashstring particlefx)
Set the paricle fx for a gui node
PARAMETERS
node |
node |
node to set particle fx for | |||
hash |
particlefx |
particle fx id | string |
particlefx |
particle fx id |
void gui.set_perimeter_vertices(node node, number vertices)
Sets the number of generated vertices around the perimeter of a pie node.
PARAMETERS
node |
node |
pie node |
number |
vertices |
vertex count |
void gui.set_pivot(node node, constant pivot)
The pivot specifies how the node is drawn and rotated from its position.
PARAMETERS
node |
node |
node to set pivot for |
constant |
pivot |
pivot constant
|
void gui.set_position(node node, vector3vector4 position)
Sets the position of the supplied node.
PARAMETERS
node |
node |
node to set the position for | |||
vector3 |
position |
new position | vector4 |
position |
new position |
void gui.set_render_order(number order)
Set the order number for the current GUI scene. The number dictates the sorting of the "gui" render predicate, in other words in which order the scene will be rendered in relation to other currently rendered GUI scenes. The number must be in the range 0 to 15.
PARAMETERS
number |
order |
rendering order (0-15) |
void gui.set_rotation(node node, quaternionvector4 rotation)
Sets the rotation of the supplied node. The rotation is expressed as a quaternion
PARAMETERS
node |
node |
node to set the rotation for | |||
quaternion |
rotation |
new rotation | vector4 |
rotation |
new rotation |
void gui.set_scale(node node, vector3vector4 scale)
Sets the scaling of the supplied node.
PARAMETERS
node |
node |
node to set the scale for | |||
vector3 |
scale |
new scale | vector4 |
scale |
new scale |
void gui.set_screen_position(node node, vector3 screen_position)
Set the screen position to the supplied node
PARAMETERS
node |
node |
node to set the screen position to |
vector3 |
screen_position |
screen position |
void gui.set_shadow(node node, vector3vector4 color)
Sets the shadow color of the supplied node. See gui.set_color for info how vectors encode color values.
PARAMETERS
node |
node |
node to set the shadow color for | |||
vector3 |
color |
new shadow color | vector4 |
color |
new shadow color |
void gui.set_size(node node, vector3vector4 size)
Sets the size of the supplied node. You can only set size on nodes with size mode set to SIZE_MODE_MANUAL
PARAMETERS
node |
node |
node to set the size for | |||
vector3 |
size |
new size | vector4 |
size |
new size |
void gui.set_size_mode(node node, constant size_mode)
Sets the size mode of a node. The size mode defines how the node will adjust itself in size. Automatic size mode alters the node size based on the node's content. Automatic size mode works for Box nodes and Pie nodes which will both adjust their size to match the assigned image. Particle fx and Text nodes will ignore any size mode setting.
PARAMETERS
node |
node |
node to set size mode for |
constant |
size_mode |
size mode to set
|
void gui.set_slice9(node node, vector4 values)
Set the slice9 configuration values for the node.
PARAMETERS
node |
node |
node to manipulate |
vector4 |
values |
new values |
void gui.set_text(node node, stringnumber text)
Set the text value of a text node. This is only useful for text nodes.
PARAMETERS
node |
node |
node to set text for | |||
string |
text |
text to set | number |
text |
text to set |
void gui.set_texture(node node, stringhash texture)
Set the texture on a box or pie node. The texture must be mapped to
the gui scene in the gui editor. The function points out which texture
the node should render from. If the texture is an atlas, further
information is needed to select which image/animation in the atlas
to render. In such cases, use gui.play_flipbook()
in
addition to this function.
PARAMETERS
node |
node |
node to set texture for | |||
string |
texture |
texture id | hash |
texture |
texture id |
EXAMPLES
To set a texture (or animation) from an atlas:local node = gui.get_node("box_node")
gui.set_texture(node, "my_atlas")
gui.play_flipbook(node, "image")
gui.set_texture()
is
sufficient.
local w = 200
local h = 300
-- A nice orange. String with the RGB values.
local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
-- Create the texture. Repeat the color string for each pixel.
if gui.new_texture("orange_tx", w, h, "rgb", string.rep(orange, w * h)) then
local node = gui.get_node("box_node")
gui.set_texture(node, "orange_tx")
end
boolean gui.set_texture_data(stringhash texture, number width, number height, stringconstant type, string buffer, boolean flip)
Set the texture buffer data for a dynamically created texture.
PARAMETERS
string |
texture |
texture id | hash |
texture |
texture id |
number |
width |
texture width | |||
number |
height |
texture height | |||
string |
type |
texture type
| constant |
type |
texture type
|
string |
buffer |
texture data | |||
boolean |
flip |
flip texture vertically |
RETURNS
boolean |
setting the data was successful |
EXAMPLES
function init(self)
local w = 200
local h = 300
-- Create a dynamic texture, all white.
if gui.new_texture("dynamic_tx", w, h, "rgb", string.rep(string.char(0xff), w * h * 3)) then
-- Create a box node and apply the texture to it.
local n = gui.new_box_node(vmath.vector3(200, 200, 0), vmath.vector3(w, h, 0))
gui.set_texture(n, "dynamic_tx")
...
-- Change the data in the texture to a nice orange.
local orange = string.char(0xff) .. string.char(0x80) .. string.char(0x10)
if gui.set_texture_data("dynamic_tx", w, h, "rgb", string.rep(orange, w * h)) then
-- Go on and to more stuff
...
end
else
-- Something went wrong
...
end
end
void gui.set_tracking(node node, number tracking)
Sets the tracking value of a text node. This value is used to adjust the vertical spacing of characters in the text.
PARAMETERS
node |
node |
node for which to set the tracking |
number |
tracking |
a scaling number for the letter spacing (default=0) |
void gui.set_visible(node node, boolean visible)
Set if a node should be visible or not. Only visible nodes are rendered.
PARAMETERS
node |
node |
node to be visible or not |
boolean |
visible |
whether the node should be visible or not |
void gui.set_xanchor(node node, constant anchor)
The x-anchor specifies how the node is moved when the game is run in a different resolution.
PARAMETERS
node |
node |
node to set x-anchor for |
constant |
anchor |
anchor constant
|
void gui.set_yanchor(node node, constant anchor)
The y-anchor specifies how the node is moved when the game is run in a different resolution.
PARAMETERS
node |
node |
node to set y-anchor for |
constant |
anchor |
anchor constant
|
void gui.show_keyboard(constant type, boolean autoclose)
Shows the on-display touch keyboard. The specified type of keyboard is displayed if it is available on the device. This function is only available on iOS and Android. .
PARAMETERS
constant |
type |
keyboard type
|
boolean |
autoclose |
if the keyboard should automatically close when clicking outside |
void gui.stop_particlefx(node node, table [options])
Stops the particle fx for a gui node
PARAMETERS
node |
node |
node to stop particle fx for |
table |
[options] |
options when stopping the particle fx. Supported options:
|
void init(object self)
This is a callback-function, which is called by the engine when a gui component is initialized. It can be used to set the initial state of the script and gui scene.
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
EXAMPLES
function init(self)
-- set up useful data
self.my_value = 1
end
nil on_input(object self, hash action_id, table action)
This is a callback-function, which is called by the engine when user input is sent to the instance of the gui component.
It can be used to take action on the input, e.g. modify the gui according to the input.
For an instance to obtain user input, it must first acquire input
focus through the message acquire_input_focus
.
Any instance that has obtained input will be put on top of an
input stack. Input is sent to all listeners on the stack until the
end of stack is reached, or a listener returns true
to signal that it wants input to be consumed.
See the documentation of acquire_input_focus for more
information.
The action
parameter is a table containing data about the input mapped to the
action_id
.
For mapped actions it specifies the value of the input and if it was just pressed or released.
Actions are mapped to input in an input_binding-file.
Mouse movement is specifically handled and uses nil
as its action_id
.
The action
only contains positional parameters in this case, such as x and y of the pointer.
Here is a brief description of the available table fields:
Field | Description |
---|---|
value |
The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement. |
pressed |
If the input was pressed this frame. This is not present for mouse movement. |
released |
If the input was released this frame. This is not present for mouse movement. |
repeated |
If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement. |
x |
The x value of a pointer device, if present. |
y |
The y value of a pointer device, if present. |
screen_x |
The screen space x value of a pointer device, if present. |
screen_y |
The screen space y value of a pointer device, if present. |
dx |
The change in x value of a pointer device, if present. |
dy |
The change in y value of a pointer device, if present. |
screen_dx |
The change in screen space x value of a pointer device, if present. |
screen_dy |
The change in screen space y value of a pointer device, if present. |
gamepad |
The index of the gamepad device that provided the input. |
touch |
List of touch input, one element per finger, if present. See table below about touch input |
Field | Description |
---|---|
id |
A number identifying the touch input during its duration. |
pressed |
True if the finger was pressed this frame. |
released |
True if the finger was released this frame. |
tap_count |
Number of taps, one for single, two for double-tap, etc |
x |
The x touch location. |
y |
The y touch location. |
dx |
The change in x value. |
dy |
The change in y value. |
acc_x |
Accelerometer x value (if present). |
acc_y |
Accelerometer y value (if present). |
acc_z |
Accelerometer z value (if present). |
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
hash |
action_id |
id of the received input action, as mapped in the input_binding-file |
table |
action |
a table containing the input data, see above for a description |
RETURNS
boolean |
optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false |
nil |
optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false |
EXAMPLES
function on_input(self, action_id, action)
-- check for input
if action_id == hash("my_action") then
-- take appropritate action
self.my_value = action.value
end
-- consume input
return true
end
void on_message(object self, hash message_id, table message)
This is a callback-function, which is called by the engine whenever a message has been sent to the gui component.
It can be used to take action on the message, e.g. update the gui or send a response back to the sender of the message.
The message
parameter is a table containing the message data. If the message is sent from the engine, the
documentation of the message specifies which data is supplied.
See the update function for examples on how to use this callback-function.
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
hash |
message_id |
id of the received message |
table |
message |
a table containing the message data |
void on_reload(object self)
This is a callback-function, which is called by the engine when the gui script is reloaded, e.g. from the editor. It can be used for live development, e.g. to tweak constants or set up the state properly for the script.
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
EXAMPLES
function on_reload(self)
-- restore some color (or similar)
gui.set_color(gui.get_node("my_node"), self.my_original_color)
end
void update(object self, number dt)
This is a callback-function, which is called by the engine every frame to update the state of a gui component. It can be used to perform any kind of gui related tasks, e.g. animating nodes.
PARAMETERS
object |
self |
reference to the script state to be used for storing data |
number |
dt |
the time-step of the frame update |
EXAMPLES
This example demonstrates how to update a text node that displays game score in a counting fashion. It is assumed that the gui component receives messages from the game when a new score is to be shown.function init(self)
-- fetch the score text node for later use (assumes it is called "score")
self.score_node = gui.get_node("score")
-- keep track of the current score counted up so far
self.current_score = 0
-- keep track of the target score we should count up to
self.target_score = 0
-- how fast we will update the score, in score/second
self.score_update_speed = 1
end
function update(self, dt)
-- check if target score is more than current score
if self.current_score < self.target_score
-- increment current score according to the speed
self.current_score = self.current_score + dt * self.score_update_speed
-- check if we went past the target score, clamp current score in that case
if self.current_score > self.target_score then
self.current_score = self.target_score
end
-- update the score text node
gui.set_text(self.score_node, "" .. math.floor(self.current_score))
end
end
function on_message(self, message_id, message, sender)
-- check the message
if message_id == hash("set_score") then
self.target_score = message.score
end
end
Adjust mode is used when the screen resolution differs from the project settings. The fit mode ensures that the entire node is visible in the adjusted gui scene.
Adjust mode is used when the screen resolution differs from the project settings. The stretch mode ensures that the node is displayed as is in the adjusted gui scene, which might scale it non-uniformally.
Adjust mode is used when the screen resolution differs from the project settings. The zoom mode ensures that the node fills its entire area and might make the node exceed it.
bottom y-anchor
left x-anchor
no anchor
right x-anchor
top y-anchor
additive blending
additive alpha blending
alpha blending
multiply blending
screen blending
clipping mode none
clipping mode stencil
in-back
in-bounce
in-circlic
in-cubic
in-elastic
in-exponential
in-out-back
in-out-bounce
in-out-circlic
in-out-cubic
in-out-elastic
in-out-exponential
in-out-quadratic
in-out-quartic
in-out-quintic
in-out-sine
in-quadratic
in-quartic
in-quintic
in-sine
linear interpolation
out-back
out-bounce
out-circlic
out-cubic
out-elastic
out-exponential
out-in-back
out-in-bounce
out-in-circlic
out-in-cubic
out-in-elastic
out-in-exponential
out-in-quadratic
out-in-quartic
out-in-quintic
out-in-sine
out-quadratic
out-quartic
out-quintic
out-sine
default keyboard
email keyboard
number input keyboard
password keyboard
elliptical pie node bounds
rectangular pie node bounds
center pivot
east pivot
north pivot
north-east pivot
north-west pivot
south pivot
south-east pivot
south-west pivot
west pivot
loop backward
loop forward
ping pong loop
once backward
once forward
once forward and then backward
color property
euler property
fill_angle property
inner_radius property
leading property
outline color property
position property
rotation property
scale property
shadow color property
size property
slice9 property
tracking property
The provided data is not in the expected format or is in some other way incorrect, for instance the image data provided to gui.new_texture().
The system is out of resources, for instance when trying to create a new texture using gui.new_texture().
The texture id already exists when trying to use gui.new_texture().
The size of the node is determined by the currently assigned texture.
The size of the node is determined by the size set in the editor, the constructor or by gui.set_size()
box type
custom type
particlefx type
pie type
text type
This message is broadcast to every GUI component when a layout change has been initiated on device.
id |
the id of the layout the engine is changing to |
previous_id |
the id of the layout the engine is changing from |
EXAMPLES
function on_message(self, message_id, message, sender)
if message_id == hash("layout_changed") and message.id == hash("Landscape") then
-- switching layout to "Landscape"...
...
end
end
The fonts used in the gui. The type of the property is hash. Key must be specified in options table.
hash gui fonts
EXAMPLES
How to set font using a script property (see resource.font)go.property("title_latin", resource.font("/open_sans.font"))
go.property("title_cyrillic", resource.font("/open_sans_cyrillic.font"))
function init(self)
go.set("#gui", "fonts", self.title_cyrillic, {key = "title"})
end
The main material (the default material assigned to a GUI) used when rendering the gui. The type of the property is hash.
hash gui material
EXAMPLES
How to set material using a script property (see resource.material)go.property("desaturate_material", resource.material("/desaturate.material"))
function init(self)
go.set("#gui", "material", self.desaturate_material)
end
The materials used when rendering the gui. The type of the property is hash. Key must be specified in options table.
hash gui materials
EXAMPLES
How to change a named material resource using a script property from a scriptgo.property("my_material", resource.material("/my_material.material"))
function init(self)
-- this will update the "my_gui_material" entry in the GUI to use the material
-- specified in the "my_material" script property.
go.set("#gui", "materials", self.my_material, { key = "my_gui_material" })
end
The textures used in the gui. The type of the property is hash. Key must be specified in options table.
hash gui textures
EXAMPLES
How to set texture using a script property (see resource.atlas)go.property("cards_red", resource.atlas("/cards_red.atlas"))
go.property("cards_blue", resource.atlas("/cards_blue.atlas"))
function init(self)
go.set("#gui", "textures", self.cards_red, {key = "cards"})
end